Military
[X] Children’s Creche: With children on the way to being born, Colonel Pierce suggests a contained and well defended area be built to shelter them in case of an emergency. A team of marines will be posted as a permanent defence force to defend them to the death.
Cost: 1000 RU, Time: 1 Month, Chance of Success: 100%, Reward: Children guaranteed protection during boarding actions. Parents rest easy. Colonel rests easy.
-A very relieved looking Colonel Pierce reports that the children's creche has been built, complete with solid bulkheads, self-contained environmental systems, hidden machine gun nests, and just about everything necessary to keep the future of your colony absolutely secure so their parents may see to their defense without worry. They can even double up as a preschool and daycare for parents to be.
The plans are so good you have to ask where he got them and why he’s put so much thought into this. He only says that it came up once and that he’s not at liberty to say with a frostiness that all but says ‘don’t ask’, so you drop the line of questioning.
Reward: Children’s Creche built, Colonel Pierce’s concerns alleviated
Diplomacy
[X] Opening Relations: Until now you've kept the Loroi under guard and interacting with your military personnel only. Introduce them to your civilian population as the first step towards establishing a greater trust.
Cost: 0, Time: 1 Month, Chance of Success: 80%, Reward: Your civilian populace begins to form a working relationship with the Loroi, ???
Rolled: 82 + 22 = 104,
Critical Success!
-Introducing the loroi children to your colonists has been a rousing success, with both sides hitting it off with one another, it seems that your efforts have truly paid off. Your colonists are polite, trying to communicate in trade where they can, whilst Spear seems to have gotten a feel for what you’re trying to do here and who you’re trying to build a future for. They hit it off so well that it’s Spear, of all people, who suggests allowing your colonists to try and study their telepathy.
By the end of the month, the colonists are all too happy to set aside a small part of the hab complex and allow the loroi to move in as neighbours, finally getting them out of the quarantined section of your ship. While a marine guard is still present for their safety, it makes security on your ship a whole lot more convenient. The rumours have also settled down, making the Blue Rose’s work easier too.
Reward: Loroi Telepathy open to investigation, children moved to better accommodations on your colony, rumours quelled.
Stewardship
[X] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.
Cost: 2000 RU, Time: 2 Months, Chance of Success: 80%, Reward: Ship automatically refuels while at home.
-Construction has begun on your fuel refinery. The thick soupy gas provides a ready material, so the major hurdle is in purifying the necessary hydrogen for fuel and deuterium for fusion, nothing too difficult, but the hardware is extensive and requires time to build.
Finishes Next Turn.
Intrigue
[X] Half The Battle: Rumours about our Loroi guests have been spreading since we broke through the language barrier. A lack of information is causing people to fill in the gaps with whatever they can invent. While they were concerned more with survival before, the relative security in spite of recent events is proving to be the perfect environment to set tongues wagging. Setting things straight should be fairly straightforward.
Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: Rumours quelled, ???
-Owing to the rousing success of introducing the loroi children to your colonists, a lot of the nastier rumours actually died down, especially the one where they’d apparently been using you as their meat puppet for the last year or so. There’s still a few rumour mongers that need to be discredited and proper information dispensed, but that’s just par for the course.
Completes Next Turn.
Learning
[X] Teaching Trade: Lieutenant Izumi is now both fluent and confident enough in Trade to begin teaching others to speak the alien language. Considering all the things you've learned, it may well be beneficial for your people to know this regions vernacular, to say nothing of other benefits.
Cost: 0, Value Needed: 608 / 1500, Difficulty: Very Easy (10d100 + 5d20 + Learning), Reward: Lieutenant Izumi begins teaching Trade to your colonists, greater success chance on Opening Relations.
Rolled: 10d100 = 792 + 5d20 = 792 + 58 + 15 = 865 + 608 = 1473
-The lessons in trade go astoundingly well. Your colonists are so eager to learn trade with what they are increasingly seeing as their new neighbours that they actually start demanding a few supplemental lessons on top of what Izumi planned. By the end of the month, they’re all proficient and conversational in trade. While they are somewhat limited by the vocabulary that you have on hand, that’s more than enough for a good working relationship to develop.
Lieutenant Izumi has opted to suspend further lessons until there’s something more substantial to teach. All that’s left is some random grammar she never got around to and a few specialist phrases she’s not completely sure on as is.
Reward: All colonists and crew are now conversational in basic trade. New options unlocked.
Personal
[X] Spending Time with Lieutenant Izumi: Rumour has it that Lieutenant Izumi has the best tea set in the colony. Put that rumour to the test, and get to know your Lieutenant a bit better to boot.
Cost: 0, Time: 1 Month, Chance of Success: 100/60/20%, Reward: +1/+2/+3 Diplomacy, Increased Closeness with Lieutenant Izumi.
Rolled: 76
-It appears the rumours are quite correct. You were never much of a tea person before, but by the end of the month Izumi has converted you to the way of Tea, Earl Grey, Hot, amongst several other flavours and temperatures. There was a bit of an awkward period where she just wouldn’t stop saluting you despite your assurances that you were indulging in cordial and unofficial visits to get to know your officers better, but once she realised you weren’t about to bust her back down to ensign, she relaxed a bit.
You managed to discover a fair amount about your unassuming lieutenant. She apparently grew up in the Yamato island chain on Aldea, which was actually quite surprising, until she told you that her parents were hardcore traditionalists, which explained a lot of her reserved behaviour. Her school life was fairly average at Hoshijiro East High, and she explains that she spent a few years travelling on earth learning several languages, Swahili, Xhosa, German, Chinese, English and several others. It’s all honestly quite impressive.
You of course reciprocated with your own history, and by the end of the month you can honestly say that the two of you are genuine friends, not merely colleagues. Tea has now become a regular weekly event, and she’s taken to discussing the finer points of a lot of different languages with you, such as nuances between demanding politely and politely demanding.
By the end of the month, you’ve definitely sharpened your tongue, although one thing seems amiss. Didn’t her file state she only knew Japanese, Chinese and English? Xhosa, Swahili and German certainly weren’t in there, neither was Basque nor Thai, which she said she’d dabbled in. For being such a polyglot, it’s surprising that her recruitment officer didn’t notice. Perhaps you’ll broach that question another time?
Reward: +2 Diplomacy, Discrepancy in Izumi’s record noticed.
Miscellaneous:
Loroi Biochemistry: 256 / 650 + 1d50 = 256 + 45 = 301 / 650
Izumi’s Trade: 1668 / 1750 + 1d100 + 1d20 + 15 = 1668 + 63 + 4 + 15 = 1750 / 1750, Trade Capped!
Spear’s English: 1384 / 3000 + 1d100 + 12 = 1384 + 54 + 12 = 1450
--
The dice loved you this turn, I gotta say.
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